Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study
Background: Many researchers have been evaluating how digital media may impact the emotional and perspective taking aspects of empathy in both clinical and nonclinical settings. Despite the growing interest in using virtual reality (VR) and VR games to motivate empathy, few studies have focused on e...
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description | Background: Many researchers have been evaluating how digital media may impact the emotional and perspective taking aspects of empathy in both clinical and nonclinical settings. Despite the growing interest in using virtual reality (VR) and VR games to motivate empathy, few studies have focused on empathy for people who live with chronic pain.
Objective: Chronic pain affects, by conservative estimates, 1 in 5 people in industrialized countries. Despite this prevalence, public awareness of chronic pain was remarkably low until the recent opioid crisis; as a result, stigma remains a problem frequently faced by people who live with this condition. To address this, the VR game AS IF was developed to increase nonpatients' empathy toward the growing number of people who live with long-term chronic pain. On the basis of our prior work, we overhauled our approach, designed and built a VR prototype and evaluated it, and offered design suggestions for future research.
Methods: We introduced the design features of the VR game AS IF and described the study we devised to evaluate its effectiveness. We adopted a mixed methods approach and compared the empathy-related outcomes in both pre- and posttesting. A total of 19 participants were recruited.
Results: The findings of this study suggest that the VR game was effective in improving implicit and explicit empathy as well as its emotional and perspective taking aspects. More specifically, for the Empathy Scale, the total pretest scores (mean 47.33, SD 4.24) and posttest scores (mean 59.22, SD 4.33) did not reach statistical significance (P=.08). However, we did find differences in the subscales. The kindness subscale showed a statistically significant increase in the posttest score (mean 15.61, SD 2.85) compared with the pretest score (mean 17.06, SD 2.65;P=.001). For the Willingness to Help Scale, a significant increase was observed from a t test analysis (P |
doi_str_mv | 10.2196/17354 |
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Objective: Chronic pain affects, by conservative estimates, 1 in 5 people in industrialized countries. Despite this prevalence, public awareness of chronic pain was remarkably low until the recent opioid crisis; as a result, stigma remains a problem frequently faced by people who live with this condition. To address this, the VR game AS IF was developed to increase nonpatients' empathy toward the growing number of people who live with long-term chronic pain. On the basis of our prior work, we overhauled our approach, designed and built a VR prototype and evaluated it, and offered design suggestions for future research.
Methods: We introduced the design features of the VR game AS IF and described the study we devised to evaluate its effectiveness. We adopted a mixed methods approach and compared the empathy-related outcomes in both pre- and posttesting. A total of 19 participants were recruited.
Results: The findings of this study suggest that the VR game was effective in improving implicit and explicit empathy as well as its emotional and perspective taking aspects. More specifically, for the Empathy Scale, the total pretest scores (mean 47.33, SD 4.24) and posttest scores (mean 59.22, SD 4.33) did not reach statistical significance (P=.08). However, we did find differences in the subscales. The kindness subscale showed a statistically significant increase in the posttest score (mean 15.61, SD 2.85) compared with the pretest score (mean 17.06, SD 2.65;P=.001). For the Willingness to Help Scale, a significant increase was observed from a t test analysis (P<.001) of scores before (mean 7.17, SD 2.28) and after (mean 8.33, SD 2.03) the gameplay. The effect size for this analysis was large (d=-1.063).
Conclusions: The contributions of this research are as follows: AS IF provides a promising approach for designing VR games to motivate people's empathy toward patients with chronic pain, the study evaluates the potential effectiveness of such a VR approach, and the general design suggestions devised from this study could shed light on future VR game systems.</description><identifier>ISSN: 2291-9279</identifier><identifier>EISSN: 2291-9279</identifier><identifier>DOI: 10.2196/17354</identifier><identifier>PMID: 32763883</identifier><language>eng</language><publisher>TORONTO: Jmir Publications, Inc</publisher><subject>Caregivers ; Chronic pain ; Computer & video games ; Design ; Educational software ; Empathy ; Feedback ; Games ; Health Care Sciences & Services ; Life Sciences & Biomedicine ; Medical Informatics ; Medical personnel ; Original Paper ; Pain ; Patients ; Public, Environmental & Occupational Health ; Puzzles ; Quality of life ; Science & Technology ; Social isolation ; Virtual reality</subject><ispartof>JMIR serious games, 2020-08, Vol.8 (3), p.e17354-e17354, Article 17354</ispartof><rights>2020. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><rights>Xin Tong, Diane Gromala, Seyedeh Pegah Kiaei Ziabari, Christopher D Shaw. Originally published in JMIR Serious Games (http://games.jmir.org), 07.08.2020. 2020</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>true</woscitedreferencessubscribed><woscitedreferencescount>20</woscitedreferencescount><woscitedreferencesoriginalsourcerecordid>wos000626173500004</woscitedreferencesoriginalsourcerecordid><citedby>FETCH-LOGICAL-c434t-c51003d8a528658a8a2b16f25fd57f9ab43bc7135f7e3a2c37818264ca81800d3</citedby><cites>FETCH-LOGICAL-c434t-c51003d8a528658a8a2b16f25fd57f9ab43bc7135f7e3a2c37818264ca81800d3</cites><orcidid>0000-0002-7737-9173 ; 0000-0002-8037-6301 ; 0000-0002-6940-7971 ; 0000-0002-6416-1044</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC7442937/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC7442937/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,315,728,781,785,865,886,2103,2115,27929,27930,28253,28254,53796,53798</link.rule.ids></links><search><creatorcontrib>Tong, Xin</creatorcontrib><creatorcontrib>Gromala, Diane</creatorcontrib><creatorcontrib>Ziabari, Seyedeh Pegah Kiaei</creatorcontrib><creatorcontrib>Shaw, Christopher D.</creatorcontrib><title>Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study</title><title>JMIR serious games</title><addtitle>JMIR SERIOUS GAMES</addtitle><description>Background: Many researchers have been evaluating how digital media may impact the emotional and perspective taking aspects of empathy in both clinical and nonclinical settings. Despite the growing interest in using virtual reality (VR) and VR games to motivate empathy, few studies have focused on empathy for people who live with chronic pain.
Objective: Chronic pain affects, by conservative estimates, 1 in 5 people in industrialized countries. Despite this prevalence, public awareness of chronic pain was remarkably low until the recent opioid crisis; as a result, stigma remains a problem frequently faced by people who live with this condition. To address this, the VR game AS IF was developed to increase nonpatients' empathy toward the growing number of people who live with long-term chronic pain. On the basis of our prior work, we overhauled our approach, designed and built a VR prototype and evaluated it, and offered design suggestions for future research.
Methods: We introduced the design features of the VR game AS IF and described the study we devised to evaluate its effectiveness. We adopted a mixed methods approach and compared the empathy-related outcomes in both pre- and posttesting. A total of 19 participants were recruited.
Results: The findings of this study suggest that the VR game was effective in improving implicit and explicit empathy as well as its emotional and perspective taking aspects. More specifically, for the Empathy Scale, the total pretest scores (mean 47.33, SD 4.24) and posttest scores (mean 59.22, SD 4.33) did not reach statistical significance (P=.08). However, we did find differences in the subscales. The kindness subscale showed a statistically significant increase in the posttest score (mean 15.61, SD 2.85) compared with the pretest score (mean 17.06, SD 2.65;P=.001). For the Willingness to Help Scale, a significant increase was observed from a t test analysis (P<.001) of scores before (mean 7.17, SD 2.28) and after (mean 8.33, SD 2.03) the gameplay. The effect size for this analysis was large (d=-1.063).
Conclusions: The contributions of this research are as follows: AS IF provides a promising approach for designing VR games to motivate people's empathy toward patients with chronic pain, the study evaluates the potential effectiveness of such a VR approach, and the general design suggestions devised from this study could shed light on future VR game systems.</description><subject>Caregivers</subject><subject>Chronic pain</subject><subject>Computer & video games</subject><subject>Design</subject><subject>Educational software</subject><subject>Empathy</subject><subject>Feedback</subject><subject>Games</subject><subject>Health Care Sciences & Services</subject><subject>Life Sciences & Biomedicine</subject><subject>Medical Informatics</subject><subject>Medical personnel</subject><subject>Original Paper</subject><subject>Pain</subject><subject>Patients</subject><subject>Public, Environmental & Occupational Health</subject><subject>Puzzles</subject><subject>Quality of life</subject><subject>Science & Technology</subject><subject>Social isolation</subject><subject>Virtual reality</subject><issn>2291-9279</issn><issn>2291-9279</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>AOWDO</sourceid><sourceid>ARHDP</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>DOA</sourceid><recordid>eNqNkl1rFTEQhhdRbKnnPwREEORovjab9UKQta2FgkVbvQyz2ew5Oewmp0nWsv_enA-K9cqrmUyeeZlk3qJYEPyeklp8IBUr-bPilNKaLGta1c__yk-KRYwbjDHhRAghXxYnjFaCSclOi_mLiXblrFshQD9tSBMM6LuBwaYZXcJoUO8Dugl-9GkHnY9bSOsZ3foHCB26gWSNSxH9smmNmnXwzupcte4jujAQbWv3SuA6dBfhePqRpm5-VbzoYYhmcYxnxd3F-W3zdXn97fKq-Xy91JzxtNQlwZh1EkoqRSlBAm2J6GnZd2XV19By1uqKsLKvDAOqWSWJpIJryBHjjp0VVwfdzsNGbYMdIczKg1X7gg8rBSFZPRglWwya8Eq3mHJNSE0E1gS0YL3GJe2z1qeD1nZqR9Pp_PQAwxPRpzfOrtXK_1YV57RmVRZ4exQI_n4yManRRm2GAZzxU1SUMyJJnefP6Ot_0I2fgstfpWiJZcmxpDvqzYHSwccYTP84DMFq5w2190bm5IF7MK3vo85b0-aRzeYQVOzInGHe2JT36l3jJ5dy67v_b2V_AL1UyYU</recordid><startdate>20200807</startdate><enddate>20200807</enddate><creator>Tong, Xin</creator><creator>Gromala, Diane</creator><creator>Ziabari, Seyedeh Pegah Kiaei</creator><creator>Shaw, Christopher D.</creator><general>Jmir Publications, Inc</general><general>JMIR Publications</general><scope>17B</scope><scope>AOWDO</scope><scope>ARHDP</scope><scope>BLEPL</scope><scope>DTL</scope><scope>DVR</scope><scope>EGQ</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7RV</scope><scope>7X7</scope><scope>7XB</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>K9.</scope><scope>KB0</scope><scope>M0S</scope><scope>NAPCQ</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>7X8</scope><scope>5PM</scope><scope>DOA</scope><orcidid>https://orcid.org/0000-0002-7737-9173</orcidid><orcidid>https://orcid.org/0000-0002-8037-6301</orcidid><orcidid>https://orcid.org/0000-0002-6940-7971</orcidid><orcidid>https://orcid.org/0000-0002-6416-1044</orcidid></search><sort><creationdate>20200807</creationdate><title>Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study</title><author>Tong, Xin ; Gromala, Diane ; Ziabari, Seyedeh Pegah Kiaei ; Shaw, Christopher D.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c434t-c51003d8a528658a8a2b16f25fd57f9ab43bc7135f7e3a2c37818264ca81800d3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Caregivers</topic><topic>Chronic pain</topic><topic>Computer & video games</topic><topic>Design</topic><topic>Educational software</topic><topic>Empathy</topic><topic>Feedback</topic><topic>Games</topic><topic>Health Care Sciences & Services</topic><topic>Life Sciences & Biomedicine</topic><topic>Medical Informatics</topic><topic>Medical personnel</topic><topic>Original Paper</topic><topic>Pain</topic><topic>Patients</topic><topic>Public, Environmental & Occupational Health</topic><topic>Puzzles</topic><topic>Quality of life</topic><topic>Science & Technology</topic><topic>Social isolation</topic><topic>Virtual reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Tong, Xin</creatorcontrib><creatorcontrib>Gromala, Diane</creatorcontrib><creatorcontrib>Ziabari, Seyedeh Pegah Kiaei</creatorcontrib><creatorcontrib>Shaw, Christopher D.</creatorcontrib><collection>Web of Knowledge</collection><collection>Web of Science - Science Citation Index Expanded - 2020</collection><collection>Web of Science - Social Sciences Citation Index – 2020</collection><collection>Web of Science Core Collection</collection><collection>Science Citation Index Expanded</collection><collection>Social Sciences Citation Index</collection><collection>Web of Science Primary (SCIE, SSCI & AHCI)</collection><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Nursing & Allied Health Database</collection><collection>Health & Medical Collection</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Health & Medical Complete (Alumni)</collection><collection>Nursing & Allied Health Database (Alumni Edition)</collection><collection>Health & Medical Collection (Alumni Edition)</collection><collection>Nursing & Allied Health Premium</collection><collection>Access via ProQuest (Open Access)</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>JMIR serious games</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Tong, Xin</au><au>Gromala, Diane</au><au>Ziabari, Seyedeh Pegah Kiaei</au><au>Shaw, Christopher D.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study</atitle><jtitle>JMIR serious games</jtitle><stitle>JMIR SERIOUS GAMES</stitle><date>2020-08-07</date><risdate>2020</risdate><volume>8</volume><issue>3</issue><spage>e17354</spage><epage>e17354</epage><pages>e17354-e17354</pages><artnum>17354</artnum><issn>2291-9279</issn><eissn>2291-9279</eissn><abstract>Background: Many researchers have been evaluating how digital media may impact the emotional and perspective taking aspects of empathy in both clinical and nonclinical settings. Despite the growing interest in using virtual reality (VR) and VR games to motivate empathy, few studies have focused on empathy for people who live with chronic pain.
Objective: Chronic pain affects, by conservative estimates, 1 in 5 people in industrialized countries. Despite this prevalence, public awareness of chronic pain was remarkably low until the recent opioid crisis; as a result, stigma remains a problem frequently faced by people who live with this condition. To address this, the VR game AS IF was developed to increase nonpatients' empathy toward the growing number of people who live with long-term chronic pain. On the basis of our prior work, we overhauled our approach, designed and built a VR prototype and evaluated it, and offered design suggestions for future research.
Methods: We introduced the design features of the VR game AS IF and described the study we devised to evaluate its effectiveness. We adopted a mixed methods approach and compared the empathy-related outcomes in both pre- and posttesting. A total of 19 participants were recruited.
Results: The findings of this study suggest that the VR game was effective in improving implicit and explicit empathy as well as its emotional and perspective taking aspects. More specifically, for the Empathy Scale, the total pretest scores (mean 47.33, SD 4.24) and posttest scores (mean 59.22, SD 4.33) did not reach statistical significance (P=.08). However, we did find differences in the subscales. The kindness subscale showed a statistically significant increase in the posttest score (mean 15.61, SD 2.85) compared with the pretest score (mean 17.06, SD 2.65;P=.001). For the Willingness to Help Scale, a significant increase was observed from a t test analysis (P<.001) of scores before (mean 7.17, SD 2.28) and after (mean 8.33, SD 2.03) the gameplay. The effect size for this analysis was large (d=-1.063).
Conclusions: The contributions of this research are as follows: AS IF provides a promising approach for designing VR games to motivate people's empathy toward patients with chronic pain, the study evaluates the potential effectiveness of such a VR approach, and the general design suggestions devised from this study could shed light on future VR game systems.</abstract><cop>TORONTO</cop><pub>Jmir Publications, Inc</pub><pmid>32763883</pmid><doi>10.2196/17354</doi><tpages>14</tpages><orcidid>https://orcid.org/0000-0002-7737-9173</orcidid><orcidid>https://orcid.org/0000-0002-8037-6301</orcidid><orcidid>https://orcid.org/0000-0002-6940-7971</orcidid><orcidid>https://orcid.org/0000-0002-6416-1044</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Caregivers Chronic pain Computer & video games Design Educational software Empathy Feedback Games Health Care Sciences & Services Life Sciences & Biomedicine Medical Informatics Medical personnel Original Paper Pain Patients Public, Environmental & Occupational Health Puzzles Quality of life Science & Technology Social isolation Virtual reality |
title | Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study |
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